11
General Discussion / Re: Second Cluster Study - Knights of the Round
« on: January 01, 2013, 07:16:00 pm »
interesting analysis. Ill be excited to observe your edit and also comparisons on post-process filtering.
After examining the original sprite simply from a palette perspective, im already noticing that one of the first things ill be seeking to do is adjusting values to separate the gloves from skintone. If you are running on hardware that can handle at least an 8 bit sprite, it seems to gain very little by needlessly sharing such values so heavily, particularly when the darkest value offers inadequate contrast to differentiate proper depth and distinction.
One thing ive learned that i really dislike about capcoms 90's games in their spritework was the need to 'shift' hues (particularly skintones) that would suggest a magenta-like atmospheric ambiance. Ive become much more fond of skewing towards a more natural blue ambiance, 'shifting' hues essentially in the other direction. Ill be adjusting my palette immediately to reflect that.
After examining the original sprite simply from a palette perspective, im already noticing that one of the first things ill be seeking to do is adjusting values to separate the gloves from skintone. If you are running on hardware that can handle at least an 8 bit sprite, it seems to gain very little by needlessly sharing such values so heavily, particularly when the darkest value offers inadequate contrast to differentiate proper depth and distinction.
One thing ive learned that i really dislike about capcoms 90's games in their spritework was the need to 'shift' hues (particularly skintones) that would suggest a magenta-like atmospheric ambiance. Ive become much more fond of skewing towards a more natural blue ambiance, 'shifting' hues essentially in the other direction. Ill be adjusting my palette immediately to reflect that.